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Need help with a trigger

01-19-2004, 08:28 PM#1
Kam
I want to make a normal wide wooden bridge be replaced with the bridge with the hole in the middle like in the single player human camaign. I have two questions:
1. What is the ID for that destroyed bridge?
2. What trigger would I use to replace the normal bridge with the broken one in a way that it does not let the units on it drop into the river?

Please give specific answers on these if you reply.
01-19-2004, 09:17 PM#2
AllPainful
First of - Wrong forum - this should in the the Map Development forum, not the Maps in Development. If it was in the correct forum you might of got an answer sooner.

Secondly - There is no "Second Bridge with a hole in it" its the same bridge, the one with the hole in it is the DEAD version. So to trigger it, you would do a "Kill Destructable" trigger to change the bridge.

I believe it a bridge is killed while units are standing on it that thay are moved to one of the ends, but I don't know for sure, they might fall in the river... But if your going to trigger the bridge kill, you can move the units off the bridge before you kill the bridge in the same trigger...
01-19-2004, 10:08 PM#3
Hunter0000
Quote:
Originally posted by AllPainful
Secondly - There is no "Second Bridge with a hole in it" its the same bridge, the one with the hole in it is the DEAD version. So to trigger it, you would do a "Kill Destructable" trigger to change the bridge.


Wrong

This is a destroyed bridge model, you need to record the psotion of the first bridge, remove it, then create the destroyed on and roatate it to the same as the old one, as for units, do what he said...
01-19-2004, 10:21 PM#4
AllPainful
Quote:
Originally posted by Hunter0000
Wrong

This is a destroyed bridge model, you need to record the psotion of the first bridge, remove it, then create the destroyed on and roatate it to the same as the old one, as for units, do what he said...


Wrong!


LOL... actually I think were both right, because I KNOW for a fact that bridges have a destroyed form when killed, because if a player "Attacks Ground" a bridge (for like 15 mnutes straight....) they CAN destroy it unless its set to invulnerable.




ACTUALLY- the "Destroyed Bridge" model is the same model, with a "Dead" in the "required animations" field I believe... anyway, I don't have WE open right now and can't check it out cuase I have to go.
01-19-2004, 11:07 PM#5
Kam
Ok, putting the kill command for the bridge makes it sink into the bay, leaving the posts that support it because they are stone. I am satified with this effect, thx anyway.
01-23-2004, 06:02 PM#6
Aelita Lyoko
This is a simple trigger if you want it so that when a unit enter's an region, it will change it. here is how you do it:

Event:
unit - a unit enters region (insert region name here)

Condition:
Owner of triggering unit is equal to (insert player number or player group here)

Action:
Unit - Order (tiggering unit) to stop
Destructable - replace (insert placed bridge doodad here) with (insert dead bridge doodad here)

That is if you want it so that when a unit enter's a region. For a time, use this trigger:

Event:
Map initialization

Condition:
none

Action:
Wait (insert seconds here)
Destructable - replace (insert placed bridge doodad here) with (insert dead bridge doodad here)

That should cover you needs. Right now, i am at school, so i don't have the editor in front of me. I may be wrong on some of the command names, but when i get home, i will post with the right names.

I hope this helps.

BTW, you may have to add effects to mask the doodad change. it is an instant transition, and it will definatly show when people play the map.